/*
* Mesa 3-D graphics library
- * Version: 6.5.3
+ * Version: 7.0
*
* Copyright (C) 2004-2007 Brian Paul All Rights Reserved.
*
#include "glheader.h"
#include "context.h"
#include "hash.h"
+#include "macros.h"
#include "program.h"
#include "prog_parameter.h"
#include "prog_print.h"
#include "prog_statevars.h"
-#include "shader_api.h"
-
-#include "slang_compile.h"
-#include "slang_link.h"
+#include "shader/shader_api.h"
+#include "shader/slang/slang_compile.h"
+#include "shader/slang/slang_link.h"
struct gl_shader_program *shProg;
shProg = CALLOC_STRUCT(gl_shader_program);
if (shProg) {
- shProg->Type = GL_SHADER_PROGRAM;
+ shProg->Type = GL_SHADER_PROGRAM_MESA;
shProg->Name = name;
shProg->RefCount = 1;
shProg->Attributes = _mesa_new_parameter_list();
}
+/**
+ * Clear (free) the shader program state that gets produced by linking.
+ */
void
-_mesa_free_shader_program_data(GLcontext *ctx,
- struct gl_shader_program *shProg)
+_mesa_clear_shader_program_data(GLcontext *ctx,
+ struct gl_shader_program *shProg)
{
- assert(shProg->Type == GL_SHADER_PROGRAM);
-
if (shProg->VertexProgram) {
if (shProg->VertexProgram->Base.Parameters == shProg->Uniforms) {
/* to prevent a double-free in the next call */
shProg->VertexProgram->Base.Parameters = NULL;
}
- _mesa_delete_program(ctx, &shProg->VertexProgram->Base);
+ ctx->Driver.DeleteProgram(ctx, &shProg->VertexProgram->Base);
shProg->VertexProgram = NULL;
}
/* to prevent a double-free in the next call */
shProg->FragmentProgram->Base.Parameters = NULL;
}
- _mesa_delete_program(ctx, &shProg->FragmentProgram->Base);
+ ctx->Driver.DeleteProgram(ctx, &shProg->FragmentProgram->Base);
shProg->FragmentProgram = NULL;
}
-
if (shProg->Uniforms) {
_mesa_free_parameter_list(shProg->Uniforms);
shProg->Uniforms = NULL;
}
+/**
+ * Free all the data that hangs off a shader program object, but not the
+ * object itself.
+ */
+void
+_mesa_free_shader_program_data(GLcontext *ctx,
+ struct gl_shader_program *shProg)
+{
+ GLuint i;
+
+ assert(shProg->Type == GL_SHADER_PROGRAM_MESA);
+
+ _mesa_clear_shader_program_data(ctx, shProg);
+
+ if (shProg->Attributes) {
+ _mesa_free_parameter_list(shProg->Attributes);
+ shProg->Attributes = NULL;
+ }
+
+ /* detach shaders */
+ for (i = 0; i < shProg->NumShaders; i++) {
+ _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
+ }
+ shProg->NumShaders = 0;
+
+ if (shProg->Shaders) {
+ _mesa_free(shProg->Shaders);
+ shProg->Shaders = NULL;
+ }
+}
+
+/**
+ * Free/delete a shader program object.
+ */
void
_mesa_free_shader_program(GLcontext *ctx, struct gl_shader_program *shProg)
{
_mesa_free_shader_program_data(ctx, shProg);
+ if (shProg->Shaders) {
+ _mesa_free(shProg->Shaders);
+ shProg->Shaders = NULL;
+ }
_mesa_free(shProg);
}
+/**
+ * Set ptr to point to shProg.
+ * If ptr is pointing to another object, decrement its refcount (and delete
+ * if refcount hits zero).
+ * Then set ptr to point to shProg, incrementing its refcount.
+ */
+/* XXX this could be static */
+void
+_mesa_reference_shader_program(GLcontext *ctx,
+ struct gl_shader_program **ptr,
+ struct gl_shader_program *shProg)
+{
+ assert(ptr);
+ if (*ptr == shProg) {
+ /* no-op */
+ return;
+ }
+ if (*ptr) {
+ /* Unreference the old shader program */
+ GLboolean deleteFlag = GL_FALSE;
+ struct gl_shader_program *old = *ptr;
+
+ ASSERT(old->RefCount > 0);
+ old->RefCount--;
+ /*printf("SHPROG DECR %p (%d) to %d\n",
+ (void*) old, old->Name, old->RefCount);*/
+ deleteFlag = (old->RefCount == 0);
+
+ if (deleteFlag) {
+ _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
+ _mesa_free_shader_program(ctx, old);
+ }
+
+ *ptr = NULL;
+ }
+ assert(!*ptr);
+
+ if (shProg) {
+ shProg->RefCount++;
+ /*printf("SHPROG INCR %p (%d) to %d\n",
+ (void*) shProg, shProg->Name, shProg->RefCount);*/
+ *ptr = shProg;
+ }
+}
+
+
/**
* Lookup a GLSL program object.
*/
* in the same hash table. Check the object's type to be sure it's
* what we're expecting.
*/
- if (shProg && shProg->Type != GL_SHADER_PROGRAM) {
+ if (shProg && shProg->Type != GL_SHADER_PROGRAM_MESA) {
return NULL;
}
return shProg;
_mesa_free(sh->InfoLog);
for (i = 0; i < sh->NumPrograms; i++) {
assert(sh->Programs[i]);
- _mesa_delete_program(ctx, sh->Programs[i]);
+ ctx->Driver.DeleteProgram(ctx, sh->Programs[i]);
}
if (sh->Programs)
_mesa_free(sh->Programs);
}
+/**
+ * Set ptr to point to sh.
+ * If ptr is pointing to another shader, decrement its refcount (and delete
+ * if refcount hits zero).
+ * Then set ptr to point to sh, incrementing its refcount.
+ */
+/* XXX this could be static */
+void
+_mesa_reference_shader(GLcontext *ctx, struct gl_shader **ptr,
+ struct gl_shader *sh)
+{
+ assert(ptr);
+ if (*ptr == sh) {
+ /* no-op */
+ return;
+ }
+ if (*ptr) {
+ /* Unreference the old shader */
+ GLboolean deleteFlag = GL_FALSE;
+ struct gl_shader *old = *ptr;
+
+ ASSERT(old->RefCount > 0);
+ old->RefCount--;
+ /*printf("SHADER DECR %p (%d) to %d\n",
+ (void*) old, old->Name, old->RefCount);*/
+ deleteFlag = (old->RefCount == 0);
+
+ if (deleteFlag) {
+ _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
+ _mesa_free_shader(ctx, old);
+ }
+
+ *ptr = NULL;
+ }
+ assert(!*ptr);
+
+ if (sh) {
+ /* reference new */
+ sh->RefCount++;
+ /*printf("SHADER INCR %p (%d) to %d\n",
+ (void*) sh, sh->Name, sh->RefCount);*/
+ *ptr = sh;
+ }
+}
+
+
/**
* Lookup a GLSL shader object.
*/
* in the same hash table. Check the object's type to be sure it's
* what we're expecting.
*/
- if (sh && sh->Type == GL_SHADER_PROGRAM) {
- assert(sh->Type == GL_VERTEX_SHADER ||
- sh->Type == GL_FRAGMENT_SHADER);
+ if (sh && sh->Type == GL_SHADER_PROGRAM_MESA) {
return NULL;
}
return sh;
}
+/**
+ * Initialize context's shader state.
+ */
void
_mesa_init_shader_state(GLcontext * ctx)
{
- ctx->Shader._FragmentShaderPresent = GL_FALSE;
- ctx->Shader._VertexShaderPresent = GL_FALSE;
+ /* Device drivers may override these to control what kind of instructions
+ * are generated by the GLSL compiler.
+ */
+ ctx->Shader.EmitHighLevelInstructions = GL_TRUE;
+ ctx->Shader.EmitCondCodes = GL_TRUE; /* XXX probably want GL_FALSE... */
+ ctx->Shader.EmitComments = GL_FALSE;
}
-
+/**
+ * Free the per-context shader-related state.
+ */
+void
+_mesa_free_shader_state(GLcontext *ctx)
+{
+ _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, NULL);
+}
/**
}
+/**
+ * Return size (in floats) of the given GLSL type.
+ * See also _slang_sizeof_type_specifier().
+ */
+static GLint
+sizeof_glsl_type(GLenum type)
+{
+ switch (type) {
+ case GL_BOOL:
+ case GL_FLOAT:
+ case GL_INT:
+ return 1;
+ case GL_BOOL_VEC2:
+ case GL_FLOAT_VEC2:
+ case GL_INT_VEC2:
+ return 2;
+ case GL_BOOL_VEC3:
+ case GL_FLOAT_VEC3:
+ case GL_INT_VEC3:
+ return 3;
+ case GL_BOOL_VEC4:
+ case GL_FLOAT_VEC4:
+ case GL_INT_VEC4:
+ return 4;
+ case GL_FLOAT_MAT2:
+ return 8; /* 2 rows of 4, actually */
+ case GL_FLOAT_MAT3:
+ return 12; /* 3 rows of 4, actually */
+ case GL_FLOAT_MAT4:
+ return 16;
+ case GL_FLOAT_MAT2x3:
+ return 8; /* 2 rows of 4, actually */
+ case GL_FLOAT_MAT2x4:
+ return 8;
+ case GL_FLOAT_MAT3x2:
+ return 12; /* 3 rows of 4, actually */
+ case GL_FLOAT_MAT3x4:
+ return 12;
+ case GL_FLOAT_MAT4x2:
+ return 16; /* 4 rows of 4, actually */
+ case GL_FLOAT_MAT4x3:
+ return 16; /* 4 rows of 4, actually */
+ default:
+ return 0; /* error */
+ }
+}
/**
struct gl_shader_program *shProg
= _mesa_lookup_shader_program(ctx, program);
struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
- const GLuint n = shProg->NumShaders;
+ GLuint n;
GLuint i;
if (!shProg || !sh) {
return;
}
+ n = shProg->NumShaders;
+
for (i = 0; i < n; i++) {
if (shProg->Shaders[i] == sh) {
/* already attached */
}
/* append */
- shProg->Shaders[n] = sh;
- sh->RefCount++;
+ shProg->Shaders[n] = NULL; /* since realloc() didn't zero the new space */
+ _mesa_reference_shader(ctx, &shProg->Shaders[n], sh);
shProg->NumShaders++;
}
return;
}
- oldIndex = _mesa_get_attrib_location(ctx, program, name);
+ if (shProg->LinkStatus) {
+ /* get current index/location for the attribute */
+ oldIndex = _mesa_get_attrib_location(ctx, program, name);
+ }
+ else {
+ oldIndex = -1;
+ }
/* this will replace the current value if it's already in the list */
i = _mesa_add_attribute(shProg->Attributes, name, size, index);
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindAttribLocation");
}
- if (shProg->VertexProgram && oldIndex >= 0) {
+ if (shProg->VertexProgram && oldIndex >= 0 && oldIndex != index) {
+ /* If the index changed, need to search/replace references to that attribute
+ * in the vertex program.
+ */
_slang_remap_attribute(&shProg->VertexProgram->Base, oldIndex, index);
}
-
-#if 0
- printf("===== post BindAttrib:\n");
- _mesa_print_program(&shProg->VertexProgram->Base);
-#endif
}
_mesa_HashInsert(ctx->Shared->ShaderObjects, name, shProg);
+ assert(shProg->RefCount == 1);
+
return name;
}
+/**
+ * Named w/ "2" to indicate OpenGL 2.x vs GL_ARB_fragment_programs's
+ * DeleteProgramARB.
+ */
void
_mesa_delete_program2(GLcontext *ctx, GLuint name)
{
+ /*
+ * NOTE: deleting shaders/programs works a bit differently than
+ * texture objects (and buffer objects, etc). Shader/program
+ * handles/IDs exist in the hash table until the object is really
+ * deleted (refcount==0). With texture objects, the handle/ID is
+ * removed from the hash table in glDeleteTextures() while the tex
+ * object itself might linger until its refcount goes to zero.
+ */
struct gl_shader_program *shProg;
shProg = _mesa_lookup_shader_program(ctx, name);
return;
}
- /* always remove from hash table */
- _mesa_HashRemove(ctx->Shared->ShaderObjects, name);
-
shProg->DeletePending = GL_TRUE;
- /* decrement refcount, delete if zero */
- shProg->RefCount--;
- if (shProg->RefCount <= 0) {
- _mesa_free_shader_program(ctx, shProg);
- }
+ /* effectively, decr shProg's refcount */
+ _mesa_reference_shader_program(ctx, &shProg, NULL);
}
}
sh->DeletePending = GL_TRUE;
- sh->RefCount--;
- if (sh->RefCount <= 0) {
- _mesa_free_shader(ctx, sh);
- }
+
+ /* effectively, decr sh's refcount */
+ _mesa_reference_shader(ctx, &sh, NULL);
}
{
struct gl_shader_program *shProg
= _mesa_lookup_shader_program(ctx, program);
- const GLuint n = shProg->NumShaders;
+ GLuint n;
GLuint i, j;
if (!shProg) {
return;
}
+ n = shProg->NumShaders;
+
for (i = 0; i < n; i++) {
if (shProg->Shaders[i]->Name == shader) {
- struct gl_shader **newList;
/* found it */
+ struct gl_shader **newList;
- shProg->Shaders[i]->RefCount--;
+ /* derefernce */
+ _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
/* alloc new, smaller array */
newList = (struct gl_shader **)
newList[j++] = shProg->Shaders[i];
_mesa_free(shProg->Shaders);
- /* XXX refcounting! */
-
shProg->Shaders = newList;
+ shProg->NumShaders = n - 1;
+
+#ifdef DEBUG
+ /* sanity check */
+ {
+ for (j = 0; j < shProg->NumShaders; j++) {
+ assert(shProg->Shaders[j]->Type == GL_VERTEX_SHADER ||
+ shProg->Shaders[j]->Type == GL_FRAGMENT_SHADER);
+ assert(shProg->Shaders[j]->RefCount > 0);
+ }
+ }
+#endif
+
return;
}
}
GLint sz;
if (!shProg) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform");
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib");
return;
}
if (!shProg->Attributes || index >= shProg->Attributes->NumParameters) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)");
return;
}
shProg->Attributes->Parameters[index].Name);
sz = shProg->Attributes->Parameters[index].Size;
if (size)
- *size = sz;
- if (type)
- *type = vec_types[sz]; /* XXX this is a temporary hack */
+ *size = 1; /* attributes may not be arrays */
+ if (type && sz > 0 && sz <= 4) /* XXX this is a temporary hack */
+ *type = vec_types[sz - 1];
}
GLsizei maxLength, GLsizei *length, GLint *size,
GLenum *type, GLchar *nameOut)
{
- static const GLenum vec_types[] = {
- GL_FLOAT, GL_FLOAT_VEC2, GL_FLOAT_VEC3, GL_FLOAT_VEC4
- };
struct gl_shader_program *shProg
= _mesa_lookup_shader_program(ctx, program);
- GLint sz;
+ GLuint ind, j;
if (!shProg) {
_mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform");
return;
}
- copy_string(nameOut, maxLength, length,
- shProg->Uniforms->Parameters[index].Name);
- sz = shProg->Uniforms->Parameters[index].Size;
- if (size)
- *size = sz;
- if (type)
- *type = vec_types[sz]; /* XXX this is a temporary hack */
+ ind = 0;
+ for (j = 0; j < shProg->Uniforms->NumParameters; j++) {
+ if (shProg->Uniforms->Parameters[j].Type == PROGRAM_UNIFORM ||
+ shProg->Uniforms->Parameters[j].Type == PROGRAM_SAMPLER) {
+ if (ind == index) {
+ GLuint uSize = shProg->Uniforms->Parameters[j].Size;
+ GLenum uType = shProg->Uniforms->Parameters[j].DataType;
+ /* found it */
+ copy_string(nameOut, maxLength, length,
+ shProg->Uniforms->Parameters[j].Name);
+ if (size) {
+ /* convert from floats to 'type' (eg: sizeof(mat4x4)=1) */
+ *size = uSize / sizeof_glsl_type(uType);
+ }
+ if (type)
+ *type = uType;
+ return;
+ }
+ ind++;
+ }
+ }
+
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
}
*params = shProg->Validated;
break;
case GL_INFO_LOG_LENGTH:
- *params = shProg->InfoLog ? strlen(shProg->InfoLog) : 0;
+ *params = shProg->InfoLog ? strlen(shProg->InfoLog) + 1 : 0;
break;
case GL_ATTACHED_SHADERS:
*params = shProg->NumShaders;
*params = shProg->Attributes ? shProg->Attributes->NumParameters : 0;
break;
case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
- *params = _mesa_parameter_longest_name(shProg->Attributes);
+ *params = _mesa_longest_parameter_name(shProg->Attributes,
+ PROGRAM_INPUT) + 1;
break;
case GL_ACTIVE_UNIFORMS:
- *params = shProg->Uniforms ? shProg->Uniforms->NumParameters : 0;
+ *params
+ = _mesa_num_parameters_of_type(shProg->Uniforms, PROGRAM_UNIFORM)
+ + _mesa_num_parameters_of_type(shProg->Uniforms, PROGRAM_SAMPLER);
break;
case GL_ACTIVE_UNIFORM_MAX_LENGTH:
- *params = _mesa_parameter_longest_name(shProg->Uniforms);
+ *params = MAX2(
+ _mesa_longest_parameter_name(shProg->Uniforms, PROGRAM_UNIFORM),
+ _mesa_longest_parameter_name(shProg->Uniforms, PROGRAM_SAMPLER));
+ if (*params > 0)
+ (*params)++; /* add one for terminating zero */
break;
default:
_mesa_error(ctx, GL_INVALID_ENUM, "glGetProgramiv(pname)");
*params = shader->CompileStatus;
break;
case GL_INFO_LOG_LENGTH:
- *params = shader->InfoLog ? strlen(shader->InfoLog) : 0;
+ *params = shader->InfoLog ? strlen(shader->InfoLog) + 1 : 0;
break;
case GL_SHADER_SOURCE_LENGTH:
- *params = shader->Source ? strlen((char *) shader->Source) : 0;
+ *params = shader->Source ? strlen((char *) shader->Source) + 1 : 0;
break;
default:
_mesa_error(ctx, GL_INVALID_ENUM, "glGetShaderiv(pname)");
if (shProg) {
GLint i;
if (location >= 0 && location < shProg->Uniforms->NumParameters) {
- for (i = 0; i < shProg->Uniforms->Parameters[location].Size; i++) {
- params[i] = shProg->Uniforms->ParameterValues[location][i];
+ GLuint uSize;
+ GLenum uType;
+ GLint rows = 0;
+ uType = shProg->Uniforms->Parameters[location].DataType;
+ uSize = sizeof_glsl_type(uType);
+ /* Matrix types need special handling, because they span several
+ * parameters, and may also not be fully packed.
+ */
+ switch (shProg->Uniforms->Parameters[location].DataType) {
+ case GL_FLOAT_MAT2:
+ case GL_FLOAT_MAT3x2:
+ case GL_FLOAT_MAT4x2:
+ rows = 2;
+ break;
+ case GL_FLOAT_MAT2x3:
+ case GL_FLOAT_MAT3:
+ case GL_FLOAT_MAT4x3:
+ rows = 3;
+ break;
+ case GL_FLOAT_MAT2x4:
+ case GL_FLOAT_MAT3x4:
+ case GL_FLOAT_MAT4:
+ rows = 4;
}
+ if (rows != 0) {
+ GLint r, c;
+ for (c = 0, i = 0; c * 4 < uSize; c++)
+ for (r = 0; r < rows; r++, i++)
+ params[i] = shProg->Uniforms->ParameterValues[location + c][r];
+ }
+ else
+ for (i = 0; i < uSize; i++) {
+ params[i] = shProg->Uniforms->ParameterValues[location][i];
+ }
}
else {
_mesa_error(ctx, GL_INVALID_VALUE, "glGetUniformfv(location)");
void
_mesa_use_program(GLcontext *ctx, GLuint program)
{
+ struct gl_shader_program *shProg;
+
if (ctx->Shader.CurrentProgram &&
ctx->Shader.CurrentProgram->Name == program) {
/* no-op */
FLUSH_VERTICES(ctx, _NEW_PROGRAM);
- /* unbind old */
- if (ctx->Shader.CurrentProgram) {
- ctx->Shader.CurrentProgram->RefCount--;
- if (ctx->Shader.CurrentProgram->RefCount <= 0) {
- _mesa_free_shader_program(ctx, ctx->Shader.CurrentProgram);
- }
- ctx->Shader.CurrentProgram = NULL;
- }
-
if (program) {
- struct gl_shader_program *shProg;
shProg = _mesa_lookup_shader_program(ctx, program);
if (!shProg) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glUseProgramObjectARB(programObj)");
return;
}
- ctx->Shader.CurrentProgram = shProg;
- shProg->RefCount++;
}
else {
- /* don't use a shader program */
- ctx->Shader.CurrentProgram = NULL;
- }
+ shProg = NULL;
+ }
+
+ _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, shProg);
}
const GLvoid *values, GLenum type)
{
struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
- GLfloat *uniformVal;
+ GLint elems, i, k;
+ GLenum uType;
+ GLsizei maxCount;
if (!shProg || !shProg->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)");
return;
}
+ if (location == -1)
+ return; /* The standard specifies this as a no-op */
+
+ /* The spec says this is GL_INVALID_OPERATION, although it seems like it
+ * ought to be GL_INVALID_VALUE
+ */
if (location < 0 || location >= (GLint) shProg->Uniforms->NumParameters) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location)");
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(location)");
return;
}
FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+ uType = shProg->Uniforms->Parameters[location].DataType;
/*
* If we're setting a sampler, we must use glUniformi1()!
*/
if (shProg->Uniforms->Parameters[location].Type == PROGRAM_SAMPLER) {
+ GLint unit;
if (type != GL_INT || count != 1) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glUniform(only glUniform1i can be used "
"to set sampler uniforms)");
return;
}
- }
-
- uniformVal = shProg->Uniforms->ParameterValues[location];
-
- /* XXX obey 'count' parameter! */
-
- if (type == GL_INT ||
- type == GL_INT_VEC2 ||
- type == GL_INT_VEC3 ||
- type == GL_INT_VEC4) {
- const GLint *iValues = (const GLint *) values;
- switch (type) {
- case GL_INT_VEC4:
- uniformVal[3] = (GLfloat) iValues[3];
- /* fall-through */
- case GL_INT_VEC3:
- uniformVal[2] = (GLfloat) iValues[2];
- /* fall-through */
- case GL_INT_VEC2:
- uniformVal[1] = (GLfloat) iValues[1];
- /* fall-through */
- case GL_INT:
- uniformVal[0] = (GLfloat) iValues[0];
- break;
- default:
- _mesa_problem(ctx, "Invalid type in _mesa_uniform");
+ /* check that the sampler (tex unit index) is legal */
+ unit = ((GLint *) values)[0];
+ if (unit >= ctx->Const.MaxTextureImageUnits) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glUniform1(invalid sampler/tex unit index)");
return;
}
}
- else {
- const GLfloat *fValues = (const GLfloat *) values;
- switch (type) {
- case GL_FLOAT_VEC4:
- uniformVal[3] = fValues[3];
- /* fall-through */
- case GL_FLOAT_VEC3:
- uniformVal[2] = fValues[2];
- /* fall-through */
- case GL_FLOAT_VEC2:
- uniformVal[1] = fValues[1];
- /* fall-through */
- case GL_FLOAT:
- uniformVal[0] = fValues[0];
+
+ if (count < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(count < 0)");
+ return;
+ }
+
+ switch (type) {
+ case GL_FLOAT:
+ case GL_INT:
+ elems = 1;
+ break;
+ case GL_FLOAT_VEC2:
+ case GL_INT_VEC2:
+ elems = 2;
+ break;
+ case GL_FLOAT_VEC3:
+ case GL_INT_VEC3:
+ elems = 3;
+ break;
+ case GL_FLOAT_VEC4:
+ case GL_INT_VEC4:
+ elems = 4;
+ break;
+ default:
+ _mesa_problem(ctx, "Invalid type in _mesa_uniform");
+ return;
+ }
+
+ /* OpenGL requires types to match exactly, except that one can convert
+ * float or int array to boolean array.
+ */
+ switch (uType)
+ {
+ case GL_BOOL:
+ case GL_BOOL_VEC2:
+ case GL_BOOL_VEC3:
+ case GL_BOOL_VEC4:
+ if (elems != sizeof_glsl_type(uType)) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(count mismatch)");
+ }
+ break;
+ case PROGRAM_SAMPLER:
break;
default:
- _mesa_problem(ctx, "Invalid type in _mesa_uniform");
- return;
+ if (shProg->Uniforms->Parameters[location].Type != PROGRAM_SAMPLER
+ && uType != type) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
+ }
+ break;
+ }
+
+ /* XXX if this is a base type, then count must equal 1. However, we
+ * don't have enough information from the compiler to distinguish a
+ * base type from a 1-element array of that type. The standard allows
+ * count to overrun an array, in which case the overflow is ignored.
+ */
+ maxCount = shProg->Uniforms->Parameters[location].Size / elems;
+ if (count > maxCount) count = maxCount;
+
+ for (k = 0; k < count; k++) {
+ GLfloat *uniformVal = shProg->Uniforms->ParameterValues[location + k];
+ if (type == GL_INT ||
+ type == GL_INT_VEC2 ||
+ type == GL_INT_VEC3 ||
+ type == GL_INT_VEC4) {
+ const GLint *iValues = ((const GLint *) values) + k * elems;
+ for (i = 0; i < elems; i++) {
+ uniformVal[i] = (GLfloat) iValues[i];
+ }
+ }
+ else {
+ const GLfloat *fValues = ((const GLfloat *) values) + k * elems;
+ for (i = 0; i < elems; i++) {
+ uniformVal[i] = fValues[i];
+ }
+ }
+ if (uType == GL_BOOL ||
+ uType == GL_BOOL_VEC2 ||
+ uType == GL_BOOL_VEC3 ||
+ uType == GL_BOOL_VEC4) {
+ for (i = 0; i < elems; i++)
+ uniformVal[i] = uniformVal[i] ? 1.0f : 0.0f;
}
}
if (shProg->Uniforms->Parameters[location].Type == PROGRAM_SAMPLER) {
- _slang_resolve_samplers(shProg, &shProg->VertexProgram->Base);
- _slang_resolve_samplers(shProg, &shProg->FragmentProgram->Base);
+ if (shProg->VertexProgram)
+ _slang_resolve_samplers(shProg, &shProg->VertexProgram->Base);
+ if (shProg->FragmentProgram)
+ _slang_resolve_samplers(shProg, &shProg->FragmentProgram->Base);
FLUSH_VERTICES(ctx, _NEW_TEXTURE);
}
}
GLenum matrixType, GLint location, GLsizei count,
GLboolean transpose, const GLfloat *values)
{
+ GLsizei maxCount, i;
struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
if (!shProg || !shProg->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glUniformMatrix(program not linked)");
return;
}
- if (location < 0 || location >= shProg->Uniforms->NumParameters) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)");
+ if (location == -1)
+ return; /* The standard specifies this as a no-op */
+ /* The spec says this is GL_INVALID_OPERATION, although it seems like it
+ * ought to be GL_INVALID_VALUE
+ */
+ if (location < 0 || location >= (GLint) shProg->Uniforms->NumParameters) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformMatrix(location)");
return;
}
if (values == NULL) {
_mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix");
return;
}
+ if (count < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(count < 0)");
+ return;
+ }
FLUSH_VERTICES(ctx, _NEW_PROGRAM);
* the rows.
*/
/* XXXX need to test 3x3 and 2x2 matrices... */
- if (transpose) {
- GLuint row, col;
- for (col = 0; col < cols; col++) {
- GLfloat *v = shProg->Uniforms->ParameterValues[location + col];
- for (row = 0; row < rows; row++) {
- v[row] = values[col * rows + row];
+ maxCount = shProg->Uniforms->Parameters[location].Size / (4 * cols);
+ if (count > maxCount)
+ count = maxCount;
+ for (i = 0; i < count; i++) {
+ if (transpose) {
+ GLuint row, col;
+ for (col = 0; col < cols; col++) {
+ GLfloat *v = shProg->Uniforms->ParameterValues[location + col];
+ for (row = 0; row < rows; row++) {
+ v[row] = values[row * cols + col];
+ }
}
}
- }
- else {
- GLuint row, col;
- for (col = 0; col < cols; col++) {
- GLfloat *v = shProg->Uniforms->ParameterValues[location + col];
- for (row = 0; row < rows; row++) {
- v[row] = values[row * cols + col];
+ else {
+ GLuint row, col;
+ for (col = 0; col < cols; col++) {
+ GLfloat *v = shProg->Uniforms->ParameterValues[location + col];
+ for (row = 0; row < rows; row++) {
+ v[row] = values[col * rows + row];
+ }
}
}
+ location += cols;
+ values += rows * cols;
}
}